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A Discussion in Game Design: The 15 minute work day.
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<blockquote data-quote="jgbrowning" data-source="post: 5282011" data-attributes="member: 5724"><p>I don't think of time as only a resource to be managed because I don't think of role-playing as "a game with resources" - I think of it as "playing pretend" - which is a much larger box. The player characters in a game have just as much time as we here in the real world have, and like the great explorers of history they have the option to rest when they think best or keep moving when they think best.</p><p></p><p>No one is EVER forced to rest by the rules. Playing when sub-optimal is just as fun as playing when optimal. Time is as much a resource to a PC as it is to me in the real world.</p><p></p><p></p><p></p><p>The rules are fine. Players can rest when they want to, but should expect, just like in real life, that situations change when time passes. All the reasons why people throughout history didn't rest even if it would have improved their overall ability apply to the PCs as well.</p><p></p><p></p><p></p><p>History is full of people making decisions to rest for resupply. It's also full of people who wanted to rest for resupply but didn't have the time for it. Time moves. Resting is a good strategy sometimes relative to goals and a bad strategy other times relative to goals.</p><p></p><p></p><p></p><p>Of course its a narrative construct as I use the term - that chart was an attempt to create a narrative - a narrative preferring action over caution.</p><p></p><p>I don't do the whole GNS thing and my words don't mean what GNS means. I "play pretend" instead.</p><p></p><p>If one actually "plays pretend" when gaming, the 15 minute workday isn't a problem. All the reasons why some groups of soldiers continue to march when low on supplies while others rest to resupply apply here as well, IMO.</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 5282011, member: 5724"] I don't think of time as only a resource to be managed because I don't think of role-playing as "a game with resources" - I think of it as "playing pretend" - which is a much larger box. The player characters in a game have just as much time as we here in the real world have, and like the great explorers of history they have the option to rest when they think best or keep moving when they think best. No one is EVER forced to rest by the rules. Playing when sub-optimal is just as fun as playing when optimal. Time is as much a resource to a PC as it is to me in the real world. The rules are fine. Players can rest when they want to, but should expect, just like in real life, that situations change when time passes. All the reasons why people throughout history didn't rest even if it would have improved their overall ability apply to the PCs as well. History is full of people making decisions to rest for resupply. It's also full of people who wanted to rest for resupply but didn't have the time for it. Time moves. Resting is a good strategy sometimes relative to goals and a bad strategy other times relative to goals. Of course its a narrative construct as I use the term - that chart was an attempt to create a narrative - a narrative preferring action over caution. I don't do the whole GNS thing and my words don't mean what GNS means. I "play pretend" instead. If one actually "plays pretend" when gaming, the 15 minute workday isn't a problem. All the reasons why some groups of soldiers continue to march when low on supplies while others rest to resupply apply here as well, IMO. joe b. [/QUOTE]
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